﻿// Decompiled with JetBrains decompiler
// Type: UnityEngine.Rendering.ShadowMapPass
// Assembly: UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
// MVID: E6AE6B5A-2752-4B07-9528-C8B77C62CE79
// Assembly location: C:\Users\windys\Unity\2021.3.39f1c1\Editor\Data\Managed\UnityEngine\UnityEngine.CoreModule.dll
// XML documentation location: C:\Users\windys\Unity\2021.3.39f1c1\Editor\Data\Managed\UnityEngine\UnityEngine.CoreModule.xml

using System;

#nullable disable
namespace UnityEngine.Rendering
{
  /// <summary>
  ///   <para>Allows precise control over which shadow map passes to execute Rendering.CommandBuffer objects attached using Light.AddCommandBuffer.</para>
  /// </summary>
  [Flags]
  public enum ShadowMapPass
  {
    /// <summary>
    ///   <para>+X point light shadow cubemap face.</para>
    /// </summary>
    PointlightPositiveX = 1,
    /// <summary>
    ///   <para>-X point light shadow cubemap face.</para>
    /// </summary>
    PointlightNegativeX = 2,
    /// <summary>
    ///   <para>+Y point light shadow cubemap face.</para>
    /// </summary>
    PointlightPositiveY = 4,
    /// <summary>
    ///   <para>-Y point light shadow cubemap face.</para>
    /// </summary>
    PointlightNegativeY = 8,
    /// <summary>
    ///   <para>+Z point light shadow cubemap face.</para>
    /// </summary>
    PointlightPositiveZ = 16, // 0x00000010
    /// <summary>
    ///   <para>-Z point light shadow cubemap face.</para>
    /// </summary>
    PointlightNegativeZ = 32, // 0x00000020
    /// <summary>
    ///   <para>First directional shadow map cascade.</para>
    /// </summary>
    DirectionalCascade0 = 64, // 0x00000040
    /// <summary>
    ///   <para>Second directional shadow map cascade.</para>
    /// </summary>
    DirectionalCascade1 = 128, // 0x00000080
    /// <summary>
    ///   <para>Third directional shadow map cascade.</para>
    /// </summary>
    DirectionalCascade2 = 256, // 0x00000100
    /// <summary>
    ///   <para>Fourth directional shadow map cascade.</para>
    /// </summary>
    DirectionalCascade3 = 512, // 0x00000200
    /// <summary>
    ///   <para>Spotlight shadow pass.</para>
    /// </summary>
    Spotlight = 1024, // 0x00000400
    /// <summary>
    ///   <para>All point light shadow passes.</para>
    /// </summary>
    Pointlight = PointlightNegativeZ | PointlightPositiveZ | PointlightNegativeY | PointlightPositiveY | PointlightNegativeX | PointlightPositiveX, // 0x0000003F
    /// <summary>
    ///   <para>All directional shadow map passes.</para>
    /// </summary>
    Directional = DirectionalCascade3 | DirectionalCascade2 | DirectionalCascade1 | DirectionalCascade0, // 0x000003C0
    /// <summary>
    ///   <para>All shadow map passes.</para>
    /// </summary>
    All = Directional | Pointlight | Spotlight, // 0x000007FF
  }
}
